DBFZ/Adult Gohan/Frame Data

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System Data


Normal Attacks

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
5L 400*2 Low, All - 6 3(5)3 11 -2 - 5*2 - B1, B2 - - - -
5LL 100*4 All - 9 1{(2)1}*3 17 -2 - 2*4 - B2 - - - -
5LLL 1000 All U3+ 11 2 19 -5 - 12 - B4 - - - -
5LL
Potential Unleashed
450 All - 7 6 20 -10 - 7 - B2 - - - -
5LLL
Potential Unleashed
450 All - 6 2 20 -6 - 12 - B3 - - - -
5LLLL
Potential Unleashed
450 All - 7 3 13 0 - 7 - B2 - - - -
5LLLLL
Potential Unleashed
1000 All U3+ 11 2 19 -5 - 7 - B4 - - - -
5M 700 All - 9 4 20 -8 - 7 - B2 - - - -
5H 850 All U1 11 6 18 -8 - 12 - B4 - - - -
5S 800 All - 17 3 26 +3 - 6 - P1 - - - -
2L 500 All - 8 3 13 0 - 7 - B1 - - - -
2M 700 Low - 12 6 17 -7 - 7 - B2 - - - -
2H 850 All U1+ 14 3 29 -16 4-16 Head 12 - B4 - - - -
2S 600 All - 14 - Total 39 -4 - 12 - P1 - - - -
6M 850 High - 24 6 4+6 after landing 0 - 12 - B3 - - - -
3L
Potential Unleashed
80*4 All - 9 1{(2)1}*3 17 -2 - 2*4 - B2 - - - -
3[L]
Potential Unleased
80*9 All - 9 1{(2)1}*8 17 -2 - 2*9 - B2 - - - -
3H 700 All - 8 4 18 -6 6-11 Head 7 - B4 - - - -
j.L 400 High - 6 3 12 - - 5 - H1 - - - -
j.M 700 High - 9 4 16 - - 7 - H2 - - - -
5LLLLLLL 850 / 1000 High D3+ 11 3 21 - - 12 - H3 - - - -
j.H 850 / 1000 High D1+ 11 3 21 - - 12 - H3 - - - -
j.S 600 All - 12 - Total 41+5 after landing - - 6 - P1 - - - -
j.2H 850 All U1+ 11 3 19 - - 12 - H3 - - - -
j.2S - - - 9 Until landing +9 after landing - - - - - - - - -

Special Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Jet Uppercut
236L/M/H
900 All - 9 8 33 -29 1-16 Head 12 - B6 - - - -
600,800 All U1 16 4(7)9 33 -30 1-19 All 6*2 - B5, B3 - - - -
600,1000 All U1 9 4(7)10 36 -34 1-12 All -100 - B5, B3 - - - -
Jet Uppercut
Potential Unleased
236M/H
600,800 / 600,800,180*1~3 All U1 16~18 4(7)9 33 -30 1-19~21 All 6*2 / 6*3~5 - B5, B3 - - - -
600,1000 / 600,1000,180*1~7 All U1 9~13 4(7)10 36 -34 1-12~16 All -100 - B5, B3 - - - -
Machine Gun Kick
j.236L/M/H
250*N All - 7 2{(3)2}*N 12 -4 - 2*N - H1 - - - -
250*N All - 13 2{(3)2}*N 12 -4 - 2*N - H1 - - - -
50*10 / 50*10,700 All U1+ 11 2{(3)2}*9 12 +1 - -50% - H2 - - - -
Machine Gun Kick
Potential Unleashed
j.236L/M/H
250*N All - 7 1{(2)1}*N 12 -4 - 2*N - H1 - - - -
250*N All - 13 1{(2)1}*N 12 -4 - 2*N - H1 - - - -
50*19 / 50*19,700 All U1+ 11 1{(2)1}*18 13 +1 - -50% - H2 - - - -
Ultimate Back Attack
214L/M/H
1000 High D1 24 8 11 -3 - 12 - H3 - - - -
1100 High D1 28 8 11 -3 - 12 - H3 - - - -
1200 High D1 26 8 11 -3 - -100 - H3 - - - -
Ultimate Back Attack
Potential Unleashed
214L/M/H
1000 High D1 24~32 8 11 -3 8-12~21 All 12 - H3 - - - -
1100 High D1 28~36 8 11 -3 6-11~18 All 12 - H3 - - - -
1200 High D1 26~34 8 11 -3 6-11~18 All -100 - H3 - - - -
Ultimate Back Attack (Air)
j.214L/M/H
900 High D1 24 8 13 - - 12 - H3 - - - -
1000 High D1 28 8 13 - - 12 - H3 - - - -
1100 High D1 26 8 13 - - -100 - H3 - - - -
Ultimate Back Attack (Air)
Potential Unleashed
214L/M/H
900 High D1 24~32 8 11 -3 8-12~21 All 12 - H3 - - - -
1000 High D1 28~36 8 11 -3 6-11~18 All 12 - H3 - - - -
1100 High D1 26~34 8 11 -3 6-11~18 All -100 - H3 - - - -
Masenko
236S
262*5 All - 18 25 21 -16 - 2.4*5 - P2 - - - -
Masenko
Potential Unleashed
236S
262*7 All - 18 33 21 -16 - 2.4*7 - P2 - - - -

Z Assists

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Assist A
Jet Uppercut
800 All - 18 8 64 +29 10-? Head 0 - B6 - - - -
Assist B 150*7 All - 35 21 - +40 - - - - - 40 - -
Assist C 200*5, 400 All - 35 25 - +30 - - - - - 30 - -

Super Moves

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows the number of frames that the corresponding move needs to go through in order to reach its active frames. ActiveShows the number of frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. KiThe amount of Ki gained from hitting the opponent with this attack, measured as a percentage of one Ki Gauge. Negative value refers to the amount spent to perform the attack. ProrateDetermines how the next attack's damage will be scaled. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes.
H - Head
B - Body
P - Projectile. Durability level will be listed
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is blockstun and Y is hitstop. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. For independent objects, like projectiles and Z Assist attacks, the amount of hitstop is listed. X+Y where X is untechable time and Y is hitstop.
Potential Unleashed
236LM or 236HS (Lv 1/2/3/4/5/6/7)
1600 All UDV 9+3 10 44 -29 9-16 All -100 - P2 - 25 - -
1850 All UDV 9+3 10 44 -29 9-16 All -200 - P2 - 25 - -
2100 All UDV 9+3 10 44 -29 9-16 All -300 - P2 - 25 - -
2350 All UDV 9+3 10 44 -29 9-16 All -400 - P2 - 25 - -
2600 All UDV 9+3 10 44 -29 9-16 All -500 - P2 - 25 - -
2850 All UDV 9+20 10 44 -29 9-33 All -600 - P2 - 25 - -
3100 All UDV 9+38 10 44 -29 9-51 All -700 - P2 - 25 - -
Bros. Kamehameha
214LM or 214HS
290*24 All UDV 9+3 101 50 -34 [+39] 1-19 All -300 - P3 - - - -

Z Combo Table

Level 0
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -
Level 1~6
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - 2S -
Level 7
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 5H, 2H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H 5L, 2L, 3L 5M, 2M, 6M 5H, 3H 5S, 2S Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, j.2S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L j.M j.2H j.S, j.2S Sp
j.2H j.L j.M j.H j.S, j.2S Jump, Sp
j.S j.L j.M j.H, j.2H j.2S Sp
j.2S - - - 2S -
  • 5L and 2L can only be done a max of 2 times per string total
  • 5L and 5LL(Lv.0) are jump and Sp cancellable on each hit
  • 3L is cancellable on each hit
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0)
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Turtleon's Frame Data

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Adult Gohan/Data.